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Matrix-Style Bullet Time for Realtime Online Games

gcnaddict writes "Creating a slowdown in time on one end of an online game while maintaining normal speed on another was once one of those impossibilities which should never have happened. However, Finnish researchers have successfully invented a way to replicate a bullet-time-esque scene on one end of a real time multiplayer game without affecting the play speed on the other end(s). Of course, there are some slight issues which may never be resolved, such as when a player may occasionally think they have shot an opponent in a game and is surprised when his target refuses to die..."

59 comments

  1. Head Hurts by FriedTurkey · · Score: 4, Funny

    My brain hurts trying to think of how this works.

    1. Re:Head Hurts by Anonymous Coward · · Score: 0

      [Record/cache moves on peer 1] + [Play moves on peer 2] + [Hope that client of peer 2 is untampered with]

      Nothing to see here, please move along.

  2. Already been done... by zachriggle · · Score: 2, Interesting

    http://www.specialistsmod.net/

    The game has had bullet-time for quite some time, and only effects players in your immediate area. This allows the rest of the game to go along unhampered by your slow-flying bullets.

    1. Re:Already been done... by thebagel · · Score: 2, Interesting

      Yes - The Specialists is AWESOME. That's all there is to it. But there isn't a port being done to Source, so my question for the more-knowledgable-than-I /. crowd is this - is there a *similar* game for HL: Source in development? Action Source, maybe?

    2. Re:Already been done... by gcnaddict · · Score: 1

      I think the point was that a person in bullet-time can get a five second slow-down advantage (so that he can, say, dodge a bullet) and the person shooting the bullets wont notice the slowdown - theyll just notice that they missed.

      --
      Viable Slashdot alternatives: https://pipedot.org/ and http://soylentnews.org/
  3. Oh, really? by pwrtool+45 · · Score: 5, Funny
    ...such as when a player may occasionally think they have shot an opponent in a game and is surprised when his target refuses to die..."
    This feature comes free with Comcast "Pure Broadband" Internet.
    1. Re:Oh, really? by theantipop · · Score: 1

      So THAT'S how Neo got his powers in the movie. His link to the Matrix was so laggy the agents could never hit him. All the flying and clipping into other people's torsos to pull out bullets. It all makes so much sense now.

  4. LAG by CyberVenom · · Score: 3, Interesting

    just what we need. European-designer-lag. I get enough matrix-style lag already, thatnk-you-very-much. (If this is more than just smooth lag, somebody please explain it to me because I'm obviously missing something important...)

    On a side note, I had wondered if a space-time distortion bubble could be created in a multiplayer game. Sort of a local bubble of temporarily slowed time, which as the effect wears off, hyper-accelerates to catch up to the rest of the game world. The difference from lag there would be that all player within the bubble would experience the same slow time, and a player entering ot exiting the bubble would pass through an area of distorted time as they transition from one timeframe to the other... not sure what sort of paradoxes would have to be sidestepped to make this work right. any astrophysacists want to step in and take it from here?

    hmmm, I think I just described the Tokyo-Jupiter temporal distortion from Ra-Xaphan...

    1. Re:LAG by MrBigInThePants · · Score: 1

      The problem with your idea is that time is relative. Ths means that the magical "hyper-accelaration" you spoke of is either:
      a) Pointless
      or:
      b) Impossible

      It is hard to visualise but human players both in AND outside the bubble would see slow motion avatars in the bubble and normal speed avatars outside. Just because your avatar is in slow mo does not mean the person behind the keyboard controlling it is!?

      If you try to do it the other way, you will find it is impossible. The inside the bubble players think they are moving "normally" even though they are slowed, what are the outside ones doing? They must be "faster", but also think they are "normal". Impossible.

      Now you may think that both players could play out in normal time and have the actions carried out in slow motion, but then the inside and outside characters could NEVER INTERACT or, more importantly, see what the other was doing. (see above for perceptual time differences) They may as well have warped into another zone. Hence pointless.

      Since you can't have both time speeds interact (or effect the universe's time constant via software) you are screwed.

      QED. :)

    2. Re:LAG by Anonymous Coward · · Score: 0

      Since bubble time is moving slower than outside time, once it's been going for a while the contents of the bubble must be in the past relative to outside. So you could step into the bubble, transporting yourself into the past, then wait for yourself to turn up outside the bubble, shoot your earlier self with an arrow, and die happy knowing you've just created a universe-destroying paradox.

      p.s. Thinking about it, this wouldn't actually work. But I thought it was funny so I'm posting anyway...

    3. Re:LAG by 64nDh1 · · Score: 1
      That's fine, but I still want to know this:

      Does God play Quake?
    4. Re:LAG by 10101001+10101001 · · Score: 1

      Well, I'm not entirely sure what you're requestioning, so I'll point out the two possibilities.

      Possibility is a decentralized lag bubble. Ie, every person communicates with every other player, but through some mechanism (be it natural or artificial) the rate of packets reaching each player is effected. If there is, for example, 30 updates/second, then a lag bubble for one user would mean that those outside the bubble would simply be still sending the 30 updates/second, but the actual update rate is only say 20 updates/second. So, such users would look like they're progressively moving slower. If this effect is artificial, then at wear out time you could either make updates crank up to 40 updates/second until the queue of past updates empties or make it unlimited/second, in which case you'd have a fast-forward effect limited to your CPU power. The most interesting part about this that such a system would require all users to not cheat, as the amount of processing power required is so substantial.

      Now, the second option is closer to bullet time. In it, your client will actually effect its rate of output/input packets to the outside world for a time, then compensate for this with a short burst of hyperactivity (ie, greater than the average) updates. Again, the processing power of current still leaves it up to users to not cheat.

      Of course, once you start using a centralized server, then you have to take into account the natural lag that exists relative to it rather than to a collection of users. But if you're really interested in an example of at least of some of these concepts in action, I would turn to Subspace/Continuum. Though there is some server oversight to prevent some types of cheating, being massively multiplayer means that lag correction and self-validation of activities is crucial. And then you too can enjoy the many apparent paradoxes because of the fact that in the end it's the server's world view that goes.

      --
      Eurohacker European paranoia, gun rights, and h
  5. Player just wont die by MrBigInThePants · · Score: 2, Interesting

    One of the problems with hiding lag is that players cannot tell when lag has effected a kill.Without actually being able to demo it, I think this technique will just increase this confusion.

    Also, the article mentions that lag commonly varies from 10-60ms (i.e. optimistic estimates) and does not mention whether that effects how much bullet time you can have. I would say it is sensible to suggest that less bullet time is available for 10ms people than for 60ms people.

    If this is so, then how well does the system perform when the lag is varying wildly as it is want to do?? Does the play get a fixed lowest estimate for bullet time, or does the player never know how much they will get??

    Is this one of those system they test in a "lab" with a fake lag generator and so forth? Or did they do real world tests??

    I really hate articles that don't mention the important bits....

    1. Re:Player just wont die by 64nDh1 · · Score: 2, Insightful
      See, I think you may be wrong here, but you seem from another reply you made to have a better grasp of this than I do.

      If you and I play online in this game, let's call it NeoFrag, and you have a latency of 120 ms and I'm the server with a nice fat zero ping then I have .12 of a second that I'm effectively 'ahead' of you, and I can take advantage of that time difference to appear different to you. I simulate enough lag to meet you at your latency, you see me meeting you, and instead of being ahead of you, I'm now at the same ping as you, my responses (not the speed of my actions, but my reactions) are not as fast as they had previously been.

      Then once I've stabilised with you at your ping, knowing I can drop back down to zero again, all of a sudden I gain .12 seconds in a single burst. This is the bullet time moment as I see it. I don't know what happens for the briefest of moments, but I have made 1.12 seconds worth of movement in 1 second, so instead of going 100 virtual yards, I've gone 112 virtual yards, and your rocket misses me.

      All the while the poor guy at the end of a dodgy connection, or just very far away is at a greater disadvantage.

    2. Re:Player just wont die by MrBigInThePants · · Score: 1

      Well you are correct as far as I can tell in what YOU say.
      However, how crap would it be if the LPBs that everyone used to complain of in CS are now given yet another boost?? Seems that your

      However, this has little to do with the technique described here which was apparently suppose to be mutual based on the "loose" time that the server introduces to make up for general latency.

      What you are talking about it the lag that the individual has, rather than the "fudge time" that the server introduces to hide the lag as much as possible.

      It is possible that I am off base here...its all very confusing.

  6. Found the paper by Elkboy · · Score: 5, Informative
    1. Re:Found the paper by Cthefuture · · Score: 2, Interesting

      After reading the paper all I can say is "meh"...

      It is just a system for taking out the lag of a game. Something that most online games already do (especially fast games like Quake/UT). This makes it even more disconnected. Something which does not really work all that well in practice. It might be OK in a MMORPG type game since the pace is usually slow and boring anyway.

      This is something that games like UT and Quake try to balance all the time. The "disconnected" (feels smooth but you often can't hit anything; eg. Quake3) versus "sharp" (feels tight and accurate but if you get lag it can be jumpy; eg. Quake2).

      --
      The ratio of people to cake is too big
  7. The Matrix Online by QuantumG · · Score: 1

    In MxO all they do is play the animation at half the speed and spin the camera around a bit. Other players see the animation played at full speed. The result is that your character appears to do a fast move and then just stand there for a while before you leave interlock. Seeing as most players just stand there after they leave interlock anyway it really doesn't make any difference to gameplay (except it looks cool). That is, until you get the stuck-in-interlock bug and have to /suicide.

    --
    How we know is more important than what we know.
  8. Doesn't hit the core of the problem by James_Aguilar · · Score: 3, Insightful

    This method involves the introduction of excess latency to the system so that the player who is working in slow motion can be allowed to "catch up" to the server's actual state for as long as he is in bullet time. The problem with this method is twofold.

    First of all, there is the issue of lag in the standard game. Unless the server-side prediction is able to perfectly determine the paths of the slowed player, it will not be able to send an accurate picture of where that player is to his opponents. This will make a bullet-time'd player either invulnerable or just very difficult to damage. The other problem arises when a player is bullet-timing and kills another player. The player could perhaps be completely out of site from the bullet-timing player, but because his lagged position is still visible to the bullet-timing player, the hidden opponent could still be killed. The frustration this would add could never make up for the gameplay benefits of such a system.

    Some things are not merely hard, but impossible.

  9. Slow-time on one end? by The+NPS · · Score: 2, Funny

    Slow-time for me, while the other player sees normal speed? No thanks, I used to play quake on dial-up all the time.

  10. Problem by Anm · · Score: 1

    While abusing the lag compensation and slowing other's game play is a cool idea, I still see a problem.

    Let's assume it is a Matrix game, and two players are replaying the helicopter landing pad fight scene, one on one. When player A shoots (normal game speed), player B goes into matrix mode to dodge. What animation does player A see of player B, considering player A has slowed their game play to theortetically choose a decision? Player A's computer has to predict what animation to play back (very quickly) before Player B has choosen their move.

    This might work for games that have one-button matrix moves vs a free form matrix mode. It would also help if the results are RPG skill based versus directly controlled actions (like most MMORPGs).

    Anm

    1. Re:Problem by 64nDh1 · · Score: 2, Insightful
      There's a possible solution to this in how the bullet time feature is implemented: you have your movement keys, and you have your bullet time movement keys.

      That way, you enter bullet time by doing a bullet time move (step left, say) so the other person's computer knows what animation to show, and then just shows where on the map your player is.

      Preventing the use of bullet time as a period to make up your mind would hopefully mean that the computer wouldn't have to make a choice in advance of the other player's movement being made.

      Of course they could just blur the graphics badly and obscure everything I guess, if it's a matter of presentation.

    2. Re:Problem by Anm · · Score: 1

      No, this doesn't solve it. You're still in the mindset of an animation taking the same duration on both computers). If Player B steps left in matrix mode, Player A's machine's animation of the step left finishes (because it is showing the character do impossibly quick reactions) BEFORE Player A's has finished his animation and inputed a new command (release left step key, or pressed another). It still leads to prediction.

      Anm

  11. WOW by Anonymous Coward · · Score: 0

    and I thought that a Rogue's Stealth was unballancing ...

  12. Bear with me by 64nDh1 · · Score: 1
    Okay, I can sort of see where they're coming from with how they would implement this, but instead of dealing with the finite amount of lag that exists within the game considered as an online 'system' or entity, why not buffer everything to simulate a lag?

    Would it be theoretically possible to cache the time (bad way of explaining it, but think of it like 'giving access to time to carry out commands which is stored within a timenudge to gain an advantage').

    So you start a deathmatch for example, then say you have a delay of 10 seconds where ostensibly you are waiting for a map to load in a fps game. Now, when the match starts, both players are inputting controls which move their characters around the map, but they could draw from those ten seconds to have ten seconds of bullet time within the match, sort of a slowdown advantage instead of a speed-up advantage.

    The only problem of course is that you have to use the ten seconds from the start, but that puts a gap between the start of the game when entered into the buffer, and when you start entering key strokes to move your character. So you would actually have a latency of 10,000 for a second, then the game begins and no bullet time feature >:-|

    So this way only works if you can borrow time from the end of the match, or from a point in the present onward, but that's a shaky way of drawing off of lag, rather than a steady feed of delay from a buffer. Meaning my way of implementing the bullet time is inherently flawed. (Damn you special relativity!! Why can't gaming take advantage of the curvature of timespace?)

    But it would be smoother than simply using a stagger effect of time apropos lag - because as I make it out, you'd be using your opponent's lag to get your bullet time bonus power in the article's proposed implementation. So the lagger gets doubly penalised - meaning the game sucks.... unless I'm wrong again.

    So, my question: can this be done, effectively, understandably, in a buffered way, that is fair to both players in a 1v1 deathmatch - which is probably the ideal situation for this feature rather than a free for all or other game mode?

  13. Wow, next they'll invent the pixel. by Anonymous Coward · · Score: 0

    So, this really isn't that incredible. All games presently interpolate player positions to compensate for network lag. SOME games in the past have given the players leeway as to when their actions are committed. (IE: server-side timestamping vs client-side, unplug your network cable and shoot the enemy.. etc)

    Someone finally figured out that if the path of the Bullet Timed (BT) player is KNOWN, ie: not moving, or in a dive motion etc. Then their movements will not appear lagged, only their actions. So...

    Player 1 dives and enters BT, his perception is slowed to some % of full speed, and gets X amount of time to shoot at player 2. After his dive is over, the game accelerates or 'fades' time to catch up with the current real-world state.

    Player 2 sees player 1 dive at normal speed, and then spend an amount of time picking his ass up off the floor (this non-action time is equivalent to the allotted time difference between the 'real world' and the player's slowed words, during this time player 1 is still diving through mid air on his screen.)

    The only elements remaning lagged are any projectiles or actions that interact between player 1 and 2. So, the closer the 2 players are, the laggier this is all going to seem to the 2nd player. But throw some nice shader blurring on top of the whole thing to create a MAGIC TIME WARP (tm) effect, and you might have something, even if player 1's position ISNT known exactly.

  14. Silly. by Wilson_6500 · · Score: 1

    I dunno. I always thought that although bullet time is a neat and helpful game play mechanic, it's not really designed for multiplayer games.

    What you _want_ is to speed up one player's ability to move--reaction time and quickness of response. You can't do the former directly, and the latter is taken care of by mouse/joypad sensitivity. That's what bullet time represents: the activator moving so fast that his opponents literally can't track him with the eye.

    The current method is to slow down everyone in a little area. Since the activator is the only one who sees it coming, he's the only one prepared to deal with a sudden change in movement speed--simulated decreased response time by slowing everyone else down. It's nifty, but not exactly elegant and focuses way too much on the "slowdown" aspect of bullet time.

    All bullet time really does is slow down stuff so the _audience_ or _bystanders_ can observe all the little details, rather than just seeing two huge blurs and a dead body fall out of the air. Until you can arrange it so that a spectator can look at two fighting players and see just barely distinguishable blurs of fists and bullets as these ultra-elites battle it out at inhuman speed, what's the point? Slowdown (and faux-lag) is useful, but in the end sorta silly, trying to simulate using flashy graphics tricks what player skill will never do.

  15. So...? by apathyandcheese · · Score: 1

    Realtime slo-mo dodging would require a distortion in the spacetime continuum which would cause time to slow down for the person who is doing some bullet dodging. This is basically creating lag for players while one of them starts blasting away unaffected by the lag. I'm sure they could make it feel realtime for the person in slow motion, but the other players will not like the amount of lag.

    This is how I envision this version of bullet time: Player 1 is aiming his assault rifle at Player 2. Player 2, with his jedi-like prediction abilities, decides his only option is to go into bullet time to dodge Player 1's attack. Player 2 presses a button and steps out of the way quickly. Player 1, who cannot see that Player 2 is dodging due to the lag, continues to shoot at the spot where he sees Player 2 in. Meanwhile, Player 2 whips out a magnum, aims carefully, and shoots Player 1 in the face. Player 1 would normally scream "OMFG teh lag spike!!1," but with the introduction of "realtime bullet time" he now says "FCUKING NUB!!!1!" whilist throwing his controler through the TV screen.

  16. How it could be... by Shazow · · Score: 2, Interesting

    I think what he meant is this:

    There is a a core point where the temporal distortion occurs. The properties: The closer you go to this point, the slower you can move (animation/response-wise). Let's say a radius of 25 meters or so. People at the very centre of it would move at 1/10th speed. People 23 meters away from the centre would move 9/10th speed. People 26 meters away, and beyond, would move 10/10th speed.
    People inside the distortion would see things the same was as people outside of the distortion.

    The benefit of this distortion would be for someone who needs to perform an excessively complicated move (think: fighter game supercombo) and attempting it in slo-mo would be significantly easier.

    Also, perhaps dodging bullets would be beneficial as well. Say you're caught in the middle of an ambush, with fire from every direction, such a distortion would be useful in buying yourself a few more seconds, until your friendly camper sniper can take out the enemies (whose bullet would also slow once it enters the distortion).

    Now, in terms of the hyperspeed-up once the distortion expires -- this is purely for cinematic purposes. Let's say the distortion lasted 10 seconds. We can keep track as to how many [animation] frames each player performed in the distortion (to keep track of how fast you were going). If normal rate is 10 fps, then someone who experienced 1/10th speed would experience 10 frames. Once the distortion is over, let's say we want it to catch up in half the time. That would mean it would have to hyperspeed it up for 5 seconds, at a rate of 100fps.
    Someone who experienced 5/10th speed, would get their hyperspeed at 20 fps.

    This is, indeed, pointless. But it could provide a neat effect.

    Scenario: You're ambushed by 5 gun-toting wankers. You, magically, create a time distortion fields. Gun-toting wankers shoot at you, you dodge for 10 seconds while dealing out the occasional punch, kick and knife stab. 10 seconds are up, your gameplay speeds up x10, while gun-toting wankers try to aim at you at super-high movement speed, you escape -- roadrunner style. Meep meep!

    This could certainly introduce some interesting gameplay.

    - shazow

    1. Re:How it could be... by MrBigInThePants · · Score: 1

      I still maintain that my theory is correct.

      What you seem to be missing that if time slows down for 10 seconds, then what are the "attackers" doing for that 10 seconds outside the bubble??

      Are they contiuing to fire? Are they prevented from doing so? etc.

      You miss the fact that even though the slow-mo player is dodging slow-mo bullets, the attackers are not just waiting there for 10 seconds. (otherwise they are slow-mo'ed also)

      Hence, as I stated, you fall into the two fudges to get around that and they both suck.

      I am not explaining it properly because I have not the time to give this a proper treatment, but hopefully I make some sense.

    2. Re:How it could be... by Shazow · · Score: 1

      No, I understand what you're saying, and I thought I covered it.

      The attackers outside the bubble continue attacking as they normally would. If the attackers want to attack someone inside the bubble, say.. they want to throw a stone at them, as soon as the stone enters the bubble, the stone will slow down. The attacks remain in normal speed as long as they're outside the bubble.

      - shazow

    3. Re:How it could be... by ThosLives · · Score: 1
      What would happen is that the people playing outside the bubble would see everything slow down inside the bubble. Things transitioning from outside to inside would slow down. Things transitioning from inside to outside would appear to speed up.

      Viewers inside the bubble would see everything slow - themselves and everything else as well (including things outside the bubble). From this standpoint, everything transitioning into and out of the bubble would remain at constant speed.

      The only time you'd have anything strange is when you'd try to kick or punch through the boundary; From the person inside the bubble everything would look normal, but the person "outside" could be all or partially inside the bubble. If the "outsider" is really also an insider, everything is simply slowed down. If the outsider is only partially inside, there would be a very strange effect of having the limbs of the insider speed up as they got close, and his limbs slow down as they tried to go into the region to hit the insider.

      This would be spatially and temporally consistent, and would give the correct interpretation of all events. If things "inside" are allowed to appear at "normal" speed while things outside coming in slow down, to compensate for this the external viewer would also see the "inside" guy moving at normal speed but the bullets (or whatever) slowing down. The same wierdness would apply when trying to melee fight across the boundary though - a punch thrown from inside to outside would actually speed up through the transition and a punch thrown from outside to inside would slow down - it would make things kind of interesting as arms stretch and shrink through the boundary...

      --
      "There are a dozen opinions on a matter until you know the truth. Then there is only one." - CS Lewis (paraprhase)
    4. Re:How it could be... by MrBigInThePants · · Score: 1

      So what you end up with is the attackers seeing a slow mo'ed player with their bullets slowing down as they enter the bubble.

      This is ADVANTAGEOUS for the attackers!?

      They now can fill the bubble with 10x the bullets they normally would and the slow moving player will have to deal with them all.

      This does not actually help the player in the bubble.

      The player in the bubble will also not be able to fight back very effectively because they are slow and their bullets will be slow.

      So slow mo in this scenario is not exactly very useful, hence pointless.

    5. Re:How it could be... by Shazow · · Score: 1

      No, it's clearly not advantageous to the attackers, that's the point.

      Also, keep in mind that the projectiles would continue in one direction. Whether they fire 1 or 100 (which would take some time, at that), the player would only have to move slightly in order to avoid them.

      Worst case: Make foreign objects slow down more than actual players.

      I don't think it's pointless. It's like sayin that armor is pointless if they're just going to pump you with 100 bullets, you'd die anyways... It will have its effect on gameplay, and I think it would be an interesting one, that's all.

      - shazow

    6. Re:How it could be... by MrBigInThePants · · Score: 1

      Not at all.

      The attack is still moving at normal speed and he can fire bullets in massive radius - certainly NOT all in a straight line.

      Sure they slow down on entering the bubble, but since the person in the bubble is in slow mo he gets nailed anyway by lead/swarm fire.

      I think you are visualising "the matrix" when in fact this is NOT what the reality of this concept would be.
      The person in slow mo is going to be at a disadvantage because the attacker can lace the air with lead while he is still dodging the first 3 bullets. Sure they will take 2-3 seconds to get to him, but since he will be moving slowly, it wont matter.

      Perhaps we should just beg to differ?? :)

    7. Re:How it could be... by MrBigInThePants · · Score: 1

      Ok, I think either you are getting the original concept from the article mixed up with this person's suggestion, or you are just incorrect.
      The original article is talking about very small bullet time segments fudged through server lag, the idea suggested by the poster is 10 second segments without any time delays.

      If viewers inside the bubble see things outside the bubble as slow motion then this is ridiculous. Things outside the bubble are still happening at normal speed. So the guy inside is desparately trying to dodge the first 3 bullets, while the attackers are laughing and pumping in 100 more bullets he wont see for some time. (by then it will be too late)
      This would make this technique pointless.

      I think you are (as the GP post did) mixing up what the avatar sees and the "realtime" that the players are in will be.

      If I have got what you are suggesting correct, essentially all you have done to the poor player stupid enough to use this special bubble is put him into slow mo.
      The bullets close to him WILL be slow mo also, but the attackers attacking him will not, so there will be many times more bullets. Also the attackers will not have a hard time leading their fire when you move 1/10th the speed relative to them!?

    8. Re:How it could be... by Shazow · · Score: 1

      But what about if the bullets travel slower than the player? I think that would be an adequate adjustment.

      But yes, I don't think we'll get this argument resolved until it's put into practice. :-)

      Soo, off to the drawing boards. :D

      - shazow

    9. Re:How it could be... by ThosLives · · Score: 1
      I would agree that what I described is different than the original article. My point was not to explain the original article or the GP, but to describe a method which would actually acheive the desired effect: a local slowing of game action so the player has more time to react while keeping a consistent space-time frame for all players - even in reality with special and general relativity, if two things collide in one frame they must collide in another frame (though with perhaps different speeds).

      In my example, even if the "faster" people are firing 100 bullets at some frequency, say, 10 Hz, when they enter the slow area the people firing the bullets and the person inside the distortion region will have them arriving at the target at a frequency of, say, 1 Hz. Leading targets will be complicated for the "normal" shooters since the trajectory of the bullet will appear to change as it hits the distortion (think refraction of light through a glass of water). What will happen is the player in the distortion will have more realtime to adjust to the incoming bullets, which is what bullet time does. The difference is that the non-distorted folks will also see things slowed down rather than sped up.

      What will happen as the tons of bullets hit the distortion is that they will all appear to cram into each other at the boundary, then leave the boundary at a slower rate. Thus the "poor player" is actually gaining reaction time, not losing it as the other players pump more bullets at their target.

      If you don't render the perception of things in this manner, you will have to be content with an avatar appearing to be in one place when it is really somewhere else. Unfortunately I don't think I can make this more clear without some sketches.

      --
      "There are a dozen opinions on a matter until you know the truth. Then there is only one." - CS Lewis (paraprhase)
    10. Re:How it could be... by MrBigInThePants · · Score: 1

      A poor player is gaining reaction time, but they are still in slow mo. They now have to deal with an attacker that can easily lead fire them because of this and worse, remove any chance of escape. You talk as if dodging in slow mo is somehow "far superior" when the attacker can still move normal speed. Perhaps you are thinking max payne or matrix? Because this is VERY unlike what happens there.

  17. The characteristics of bullet time by originalnih · · Score: 1

    You know, they're right. It's entirely doable, and the matrix offer you all the answers. The characteristics of bullet time are: - the target sees the bullets slow down - the target sees the bullets become tagged with trails for visibility - the target becomes blurred to an outside perspective Once you add in the many-player-copies/motion-blurring effect you help conceal the fact that you're shooting them and they're not taking damage. I don't think lag even has to play a part in this as it's an entirely subjective experience. At the target end, you'd do just as the article suggests and slow the bullets locally and let the client report to the server if damage was taken. Brilliant! Good thinking there guys!

    1. Re:The characteristics of bullet time by cthulhubob · · Score: 1

      > At the target end, you'd do just as the article suggests and slow the bullets locally and let the client report to the server if damage was taken. Brilliant! Good thinking there guys!

      Not sure whether the parent meant this sarcastically nor not, but to clarify: it SHOULD be sarcastic!

      Clients are not to be trusted in online situations, ever, no matter what the program. In web apps, you can't believe that the input has not been mangled by a malicious user, and in online games you can't trust that the client will tell you when he's been shot.

      Trusting the client with reporting this info ensures that within 24 hours of the game coming out there will be a patch available for download that makes you unable to be damaged.

      --

      In post-9/11 America, the CIA interrogates YOU!
    2. Re:The characteristics of bullet time by originalnih · · Score: 1

      No, it wasn't sarcasm. You're the kind of person who lets tiny, potential problems stop an entire work of art. Securing an entire game open to modding: difficult Securing the damage model on its own: easy Stop crying. Leave your armchair criticism to game developers, because you clearly aren't one.

    3. Re:The characteristics of bullet time by cthulhubob · · Score: 1

      You're kidding, right?

      Have you read the source to Quake, Quake 2 or Unreal Tournament? All of the above do exactly what I'm talking about, because their developers aren't morons. :P

      The server has to know when somebody's firing a bullet, it's not any harder for the server to do the hit detection than it is for the client; why on earth would you let the client tell you whether it's been hit or not?

      The last online game I played that didn't do things this way was Neverwinter Nights. Not the Atari produced one that came out a few years ago; the original one on America Online. Know what happened to the community on there? I'll give you three guesses. They're all right.

      1) everybody who downloaded a simple utility called Game Wizard (or a custom written "trainer" for the game that came out later) was invincible.
      2) they had infinite money.
      3) they could produce items that did not actually exist in the game.

      A year or so before the game was taken off AOL they implemented a server-side CRC that would "jail" your character if it detected an item that wasn't a real item that you could get in the game. Didn't help too much because even though you couldn't create a shield that would automatically hasten you when you entered battle, you could still make yourself a "common" Plate Mail +3 pretty easily.

      Sorry, try again; this is a well known problem and has been for many years. If venturing a guess I would have to assume that it is in fact you who are not a game developer.

      --

      In post-9/11 America, the CIA interrogates YOU!
    4. Re:The characteristics of bullet time by originalnih · · Score: 1

      You're kidding, right? Have you played on a VAC-enabled CS server? World of Warcraft? Battlefield 2? Quake fucking 3? ANYTHING released in the last four years? Anti-cheating technology is present in pretty much everything now, and if it isn't the developers can get on board with PunkBuster or CheatingDeath in short order.

      All the games you mentioned were released five years ago, ya tard. Try using current technology to prove your assumptions.

      As for your NWN experiences from back in the bad old days before there was colour and flying metal birds: well duh, how many online RPGs keep the character files on the client side now?

      Go back to the old folks home, gramps.

    5. Re:The characteristics of bullet time by cthulhubob · · Score: 1

      > All the games you mentioned were released five years ago, ya tard. Try using current technology to prove your assumptions.

      The reason I mentioned Quake, Quake 2 and UT specifically is because the source code is available for them and you could see for yourself.

      But no, it's much easier to flame somebody with no prior knowledge of the subject.

      Also, if you think PunkBuster has ANYTHING to do with developers using client-side hit detection you are completely off your rocker.

      > As for your NWN experiences from back in the bad old days before there was colour and flying metal birds: well duh, how many online RPGs keep the character files on the client side now?

      That was my point exactly; modern games don't trust the client BECAUSE it's proven that you can't. You're the one trying to argue that trusting the client to do all your calculations is perfectly fine and everybody does it. Why didn't you say something retarded like "WOW does keep all the client data in memory on the client and trust the client's copy of it absolutely, PunkBuster is the amazing new technology that allows it to work this way!!!111!"?

      --

      In post-9/11 America, the CIA interrogates YOU!
  18. Bullet time by petrus4 · · Score: 1, Interesting

    What I think a lot of people don't realise is that the use of bullet time and bullet dodging was itself an implicit demonstration of philosophical questioning, which fit in well with the other thematic material in the Matrix films.

    When Neo dodged bullets during the roof battle scene, although time radically slowed down from his perspective, from Trinity's point of view he was moving as quickly as the Agent had. This was intended to underline the subjectivity theme...that while manipulation of the Matrix's physics engine allowed an effect that was the same in one respect for both participant and observer/s, (successful dodging of bullets) it was markedly different otherwise. The reason why time *slowed* perceptually for the participant was to give the participant enough time to successfully dodge the bullets, while in order to rectify that so that the observer/s would see something relatively sane, the system then had to give the observer/s the image of the participant moving as rapidly as the bullets themselves.

    This is only confusing when we think of the virtual environment as just that...an *environment.* However, it becomes much less confusing when we think of it in terms of simply being a set of *different* neurological signals being sent to the individual brain of each person. In order to maintain cohesion, the Matrix had to be flexible with regards to what each person was able to see. In other words, rather than a set of immutable laws, the physics engine would have had a fuzzy scale. (Viewed from this perspective, it becomes clear that the rebels didn't actually *break* the rules of the system as such...they simply learned how to occupy nonstandard positions on the physics engine's scales)

    If we want to create a multiplayer, genuinely Matrix-like environment however, that is what we would have to do. The world itself could be server side, but for the resolution of certain events, (such as the dodging of bullets) you would need a scenario where the physics could be manipulated in a certain way from the perspective of the client invoking bullet time, and the server would have to figure out how to make said manipulations at least vaguely uniform with the rest of the environment. (In terms of dodging bullets, it probably makes more sense to cause everyone else to see the person moving at the same speed as the bullets, because if you were to make the bullets become as slow as the person, the server would then have to work out the range from the bt-invoking client at which they would begin to slow down, whereas from the perspective of the bt client itself, the bullets could start to slow from any range. Also, speeding up the person means only manipulating one coherent object - slowing the bullets means manipulating several, with the corresponding rise in computing power that such would require)

    A large number of the characteristics of the physics engine within Unreal Tournament in particular are both expressed numerically and can be manipulated. One of the major things which would need to be worked out would be how each user could be given the ability to modify one of these characteristics (gravity would probably be the easiest place to start, although it could still be tricky, because it could involve dynamically changing the gravity attribute across multiple zones) relative purely to their own pawn, while still allowing the server to create a consistent environment. As I said, gravity would be the easiest one to start with...work out how each pawn could create its' own hi/low grav fields (part of Trinity's crane kick). The lightspeed barrier currently prevents this from working in terms of the time manipulation, but it'd be worth working out what we could for when zero-lag technology *does* arrive.

    Although the level of computing power (not to mention the complexity of the programming logic) required to make this *truly* identical to the films would be utterly ludicrous, I'm inclined to believe that with a form of bandwidth using quantum teleportation, (zero lag, which you'd ne

  19. anyone else see the parallel by xenocide2 · · Score: 1

    between a program that simulates bullet time with pings abbreviated LPF, and the term of endearment for those with ridiculusly low pings, Low Ping Fuckers?

    --
    I Browse at +4 Flamebait

    Open Source Sysadmin

  20. It'll work for flight sims by DingerX · · Score: 1

    MMO flight sims have been using "predictive technology" (=lag balancing) for at least a decade. Physics at that speed means that you can't really pull any surprises on the lag engine; on the other hand, collisions are done on the attacking machine. So you objects in your six view are closer than they appear, that guy who doesn't look like he has a shot probably does, and single-aircraft midair collisions do happen.

    Still, you could introduce a cool-looking "bullet time" effect by playing with the "predictive buffer".

    1. Re:It'll work for flight sims by James_Aguilar · · Score: 1

      Actually, almost all online games use some sort of prediction. For instance, the Source engine has client-side predictive collision for particles, ballistics, and physics objects.

      I agree that it would be more effective on a flight simulator, simply because the valid set of spaces that could be moved to on the next tick/(n set of ticks) is a thin lens rather than a sphere.

  21. Opponent wont die by weicco · · Score: 2, Funny

    "a player may occasionally think they have shot an opponent in a game and is surprised when his target refuses to die..."

    Well, this is normal. This happens in Counter Strike all the time. You think you just emptied the magazine of your AK-47 to other player's back but after a second you get shot yourself. Then you check the damages you made to him from console only to see that every bullet got lost in bit-heaven :)

    --
    You don't know what you don't know.
  22. RE: by rupert0 · · Score: 1

    Question is, how many lines of code?

    --
    RUPERT! I TOLD YOU TO WATCH THE BAGS! You were looking at the boys again, WEREN'T YOU.
  23. Since this thread by wakejagr · · Score: 2, Interesting

    has become "this is my idea of how bullet-time should work," this is my idea of how bullet-time should work:

    Player's are either moving "normally" or "quickly" at all times.

    The bullet-time restriction must be very strict : a difficult to get power-up, or a fairly short total time per level/game (a la 60 seconds per race of extra 50 hp to pass in some open-wheel racing tours)

    All players actually move at the same rate (in m/s, or whatever).

    Any player moving quickly cannot be hit by any aimed/directed attack such as a bullet or knife (this is why bullet-time needs to be very limited). Area/detonation damage still applies.

    Any player moving normally sees a blurred representation of quickly moving players that is delayed from where the quick player actually is. Basically, you can react to where he was a second ago, but because he's "moving faster" than you, you have to lead him. Instead of the computer having to worry about prediction models, you get to! Fun!

    When a player transitions from normal to quick, the player's blurred representation increasingly separates from his actual position until it reaches the maximum delay of 1 second (or whatever seems to work best).

    When a player transitions from quick to normal, the player pops instantly from the blurred/delayed position to the actual position. This makes the choice of when you return to normal time as important as the choice of when you start bullet-time. It also allows the "I've run up to you and gotten past your defences and now I'm going to blow your head off" moment.

    Note that neither transition - in fact no part of bullet-time at all - will necessarily appear different to the player transitioning. All bullet-time does as far as the quickly moving player is concerned is make you dodge all the stuff that's about to kill you (and you don't have to try).

    The main disadvantage is, it doesn't have the "wow, cool, everything's moving slow" effect. Oh, well . . ..

    --
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    1. Re:Since this thread by Prophet+of+Nixon · · Score: 1

      I like it... you think this would be implementable in something like SoF2?

  24. Wasteful? by DarkZero · · Score: 1

    Bullet time is, at best, a very cool looking special effect that isn't all that special in terms of gameplay.

    Instead of adding bullet time to these sorts of games, I'd rather see them just take a game with cool moves that's played at a normal pace, such as Gunz Online, and add a Replay Mode similar to Gran Turismo's. The actual game is played at normal speed, but when you play the replay, you have a beautifully choreographed video of your exploits that's full of swords sparking, water flying around, and trenchcoats flowing in the wind. It would essentially turn a game of deathmatch into a cutscene from Devil May Cry 3.

  25. He had an insighful comment in there by Geshem · · Score: 1
    From TFA:
    "So far the closest anyone has come to it is by speeding up the player, instead of slowing down the environment, he says. "It's not the effect one wants because the player has even less time to react."
    Captain obvious to the rescue! But seriously, suppose they can speed up a player - now all they need is to slow the environment and speed up anyone not in bullet-time mode. I actually saw in once happen in a TV series, so it must work!
    --
    || Geshem ||
  26. I have a better solution.. by oldwolf13 · · Score: 1

    Flux capacitor joysticks.

    and I'm patenting it too so pffffft.

    --
    If I can't smoke and swear I'm fucked.
  27. bullet what? by Anonymous Coward · · Score: 1, Informative

    Bullet time is created in the film industry with cameras that have a HIGH recording speed. This means a movement that normally may take say 6 frames in stadard film cameras could take 600 frames to complete.

    Something that is invented in bullet time is that the character that "created" the bullet time event is basically just cranking up the frame rate. But since our human brains have a maximum frame rate the play back or viewing of the high frame rate has to be slowed down for us. This is why bullet time slows down. for us to see every frame of detail and understand it it is slowed down.

    The magic that is added to bullet time is that the "person" that triggered the bullet time is granted the ability to move faster than they could before bullet time but are allowed to see the world moving "slower" while the rest of the world continues to move at normal speed.

    Technically bullet time for the person that triggers it slows down but can't really speed up the character's actions. The pragmatic idea is that it is a nitro effect on the brain that more information is going into your brain faster and you are able to see the bullets fly in the air. Your brain is acting faster to process the information feed. That way no special bubbles have to be created.

    But it does create the problem that if one wants to create the effect that the person in bullet time gains the ability to move at "normal" speed even during the slowed down bullet time. What this means is that if on a 600 frame rate played back to us in a speed that we can handle in our brains if a character where to move at a "normal" real speed the character would have to have been recorded moving at a much faster rate!!! So to the viewers of a bullet time activated character with the ability to move about in an unrestricted time they are just cranking a hella refresh rate of information and are moving twice or more of their normal speed.

    pragmatic way to approach the idea. but not the solution for games and real-time between two people. the problem.. both people have a maximmum brain limit on how fast they can see information. Bullet time is a rush of information in high detail. if you had the ability to see the action sooner then you have gained that abiilty to react. But... does bullet time create the ability to move faster? In the matrix it seemed to allow that ability.. why not.. if your brain becomes faster in receiving information why not have an increase on muscle twitch.

    but only interesting hacks will exist.. all information at each computer node has to be translated back to the rate that all brains can handle.....

  28. Wow... by roadrash608 · · Score: 1

    so it sounds they've solved the whole thing...except for, um, the hard part...where everyone playing the game is supposed to have a consistent experience despite the difference in 'local time'. can i get paid to do work like this? sheesh.

  29. My take ... by kosh_mdh · · Score: 1

    ...on it is that everyone plays the game at a theoretical point in time, which isnt 'game now'. Everyone plays at a point 'game now' + X ms. So the players are actually at 60ms for example. When a player hits the button, X increases because rather than moving forward in time at the same rate ([game ms per realworld ms] = 1), instead every 'game ms' takes for example 2 or 3 'realworld' ms. So, as you hold the 'bullettime' button down youre X number will increase. After you let go of the button, you will be at (for example) X=360ms. Presumably, to remedy this, the game will begin to 'catch up' ie slowly reduce this number back to 60ms. During the 'bullet time' you wont necesarily move more quickly, you will still move at the same speed (thats 'game meters per game seconds'). The important thing is that everyone else will see you ducking or jumping to dodge bullets in a way similar to how high difficulty level quake bots dodge rail guns. Theres no reason why anyone should be able to run faster. They could, but thats not the point of 'bullet time'.